Done Added the link to the Optional patches to the OP, as well as the list of what each one does inside the spoiler tag.For anyone interested, check those out.I also went ahead and added a new optional patch, which restores the original sword back into the title screen (and no moon), for the purist ones.

Let me know if the same thing is still happening.I tried creating a save in all three slots, loading them and going to the overworld, but all works fine for me.It's hard to tell to be honest.I know IcePenguin struggled a bit to get some free tiles working for the new HUD, but you could look around at how the game loads its data banks, and see in the PPU viewer exactly what tiles are being used, and which aren't.Perhaps you can make use of a couple that aren't being used and use those for the accented A and O.

Hi, I am interested in some changes you made, because they are obvious improvements to game design errors, but I would like to leave the game as close to the original as possible.Would you be so kind as to make them optional patches for those who are interested just in that?

- Picking up a Link Doll now adds a life to the total amount of lives you start the game with (restart), making the Link Dolls more useful instead of just having its benefits present until you hit a game over.- Life counter caps at 9, but you can still gather more lives via the 9000 Exp method, the counter simply won't go past 9.

And- Manual Save Feature: You can now save the game by Pausing and then pressing Up+A on the Pause screen (both in side-scroll pause and overworld pause!)- Manual saves no longer count towards the Death counter in the Selection screen! Now only Game Overs should increment that counter

Thanks a lot, I truly hope you can do that.A more general consideration is that (I think) the hack would broaden its appeal if it was a collection of individual patches. The more you make changes, the more chances all of them won't please a potential player.Any way, keep up the good work. This hack is better and better!

HelloI returned to play but with this patch and all good (without optional)I always found that in the end something was missing, something more exciting that I do not know if it could be added.I mean that when you get the triforce, link necessarily have to leave the castle (manually) return to where is the princess zelda to perform the magic and wake up. Also add that when you return you can go through the towns and they are grateful that the saved saved from Ganon. You could see the item gained from the triforce in the menu among other options at the end.Is this ending viable?

- Picking up a Link Doll now adds a life to the total amount of lives you start the game with (restart), making the Link Dolls more useful instead of just having its benefits present until you hit a game over.- Life counter caps at 9, but you can still gather more lives via the 9000 Exp method, the counter simply won't go past 9.

These two are addressed in an optional patch.The optional patch called "LinkDolls.ips", this makes it so that the Dolls beheave in the same way as in original Zelda 2.

Although, the manual save options are sadly not optional, those are deliberately made that way so that the user can save at any time, anywhere, without worrying about the game counting that as a Game Over.Now ONLY the Game Overs will be taken into account for the counter in the main menu, as with other subsequent Zelda games like Ocarina and onwards.

HelloI returned to play but with this patch and all good (without optional)I always found that in the end something was missing, something more exciting that I do not know if it could be added.I mean that when you get the triforce, link necessarily have to leave the castle (manually) return to where is the princess zelda to perform the magic and wake up. Also add that when you return you can go through the towns and they are grateful that the saved saved from Ganon. You could see the item gained from the triforce in the menu among other options at the end.Is this ending viable?

sorry my english, I hope it has been understood

You do get the triforce in the menu For the Second Quest at least, you get a nice Triforce symbol once you complete the game.

You do get the triforce in the menu For the Second Quest at least, you get a nice Triforce symbol once you complete the game.

Yes of course, but I'm referring mainly to a change at the end of the game. After defeating the link-shadow and you receive the triforce, we have to leave the castle and return manually, without any danger, without monsters, we can go through the towns, talk to its peoples, they are grateful that we restore peace, we are their hero etc, and when you get to the castle of zelda, leave the scene where Link uses the triforce to wake up the princess ...It looks difficult, so I asked if it is feasible to do something like that.This occurred to me 10 years ago and it would be great if it could be done

Hey so I noticed there's a bit of an error with the opening crawl. It states that the old Princess Zelda will only wake up by "the power of the third triforce of courage", but then that implies that all parts of the triforce are of courage. Just felt like pointing that out.

These two are addressed in an optional patch.The optional patch called "LinkDolls.ips", this makes it so that the Dolls beheave in the same way as in original Zelda 2.

Although, the manual save options are sadly not optional, those are deliberately made that way so that the user can save at any time, anywhere, without worrying about the game counting that as a Game Over.Now ONLY the Game Overs will be taken into account for the counter in the main menu, as with other subsequent Zelda games like Ocarina and onwards.You do get the triforce in the menu For the Second Quest at least, you get a nice Triforce symbol once you complete the game.

Yes, breakable blocks work anywhere, you just need to associate the tile mappings for them. Original graphics take up 10 tiles (4 for first frame, 4 others for second frame, and 2 others for third frame). All regions in the game have the breakable block graphics in their corresponding banks, including West and East Hyrule, not just palaces. It's just that West and Hyrule just have tile mappings set to black tiles. In both bank 1 and 2, breakable blocks are set as tile code 0x61, which translates to tile code 0x21 in Tile Mappings Table 1 (also, uses Palette 1). In bank 1, tables 0 and 1 share the same data, at 0x4417. Tile Code 0x21 in this table is the very last entry, and the values are 68 69 68 69. If you replace these by BA BB BC BD, which is the tile mappings for the breakable block graphics, it should work.